rendered paste bodyvoid RenderCameraView( vec3_t origin, float x, float y, float w, float h, float fov, vec3_t angle, char * szTitle, bool bAimspot )
{
static vec4_t colCamSpot = { 1.0f, 1.0f, 0.0f, 1.0f };
static vec4_t colCamText = { 1.0f, 1.0f, 1.0f, 1.0f };
refdef_t rfCam;
memcpy( &rfCam, &Client.pcg->refdef, sizeof( refdef_t ) );
float iX = x;
float iY = y;
float iW = w;
float iH = h;
CG_AdjustFrom640( &iX, &iY, &iH, &iW );
rfCam.x = (int)iX;
rfCam.y = (int)iY;
rfCam.height = (int)iH;
rfCam.width = (int)iW;
rfCam.fov_x = fov;
rfCam.fov_y = fov;
VectorCopy( origin, rfCam.vieworg );
AnglesToAxis( angle, rfCam.viewaxis );
((Syscall_t)fdSyscall.GetTrampoline())( CG_R_CLEARSCENE );
for (UINT i = 0; i < refEntities.size(); i++)
{
if ( refEntities[i].entityNum > 0 )
((Syscall_t)fdSyscall.GetTrampoline())(CG_R_ADDREFENTITYTOSCENE, &refEntities[i]); // add
}
// Render
((Syscall_t)fdSyscall.GetTrampoline())( CG_R_RENDERSCENE, &rfCam );
// Wnd text
CG_DrawStringExt( (int)x, (int)y, szTitle, colCamText, true, true, 8, 8, -1);
// Aimspot
if ( bAimspot )
CG_FillRect( x+ w/2, y + h/2, 4, 4, colCamSpot);
}